Please post any issues, comments, or questions in this thread. All known issues can be found on the wxLauncher bug tracker, but a brief list is below. Please keep in mind that this is not feature complete and there are outstanding glitches (which is why we want feedback).

Important Known Issues

Launcher does not read your current command line, so you will have to re-setup your command line before you launch FSO with wxLauncher.

wxL currently does not properly handle cases where the default font/font size is unusually large. Some text may be cut off in such cases.

There was an issue with the Wings of Dawn mod image's alpha channel that causes it not to appear.

[Windows] wxLauncher does not display AA or AF controls because FSO on windows does not support the feature

[Windows] wxLauncher does not set the correct screen resolutions. This is fixed by 0.10.1, please upgrade.

[OS X] Right after you change profiles or select an FSO executable to use, the flag checkboxes on the Advanced Settings tab will not appear until you interact with the tab somehow, such as by clicking or scrolling on the list.

[OS X] The Activate and Info buttons don't always appear when you click on a mod. However, they are present and will work if you click on the space where they should be.

[OS X] On Lion, wxL's list of resolutions may include reasonable-sounding resolutions that do not appear in System Preferences >> Displays (such as 640x480), as well as unusual/odd resolutions, such as 840x524.

[OS X] With a debug build, you get a wxWidgets Debug Alert that says among other things can't set default encoding to wxFONTENCODING_DEFAULT

Debian Linux users can find us as freespace2-launcher-wxlauncher on Wheezy and Jesse. Please be aware of the version that is packaged is may be different than the currently released version.

Arch Linux users can find us as wxLauncher in the AUR. Please be aware of the version that is packaged is may be different than the currently released version.

Linux users can download a the source from the downloads page. At this time, most Linux users must build wxLauncher from source. The ReadMe has the build instructions. The ReadMe is also included in the source archive and will be for the version that you download.

OS X users can download a .dmg disk image from the releases page of the wxLauncher website. There is a debug disk image also on the releases page if you are having trouble. OS X users may also wish to build wxLauncher from source; the ReadMe has the build instructions. A source tarball is available from the releases page.

If you have Diaspora R1 Patch 4 and below (1.0.4 and below). Why haven't you updated it yet? See the release thread for the patches, download this .zip file of updated launcher resources and unzip it into your Diaspora folder. But really you should just update Diaspora, see the release thread

Build instructionsSee the read me for build instructions and requirements.

For Windows and OS X users, if you run into problems getting wxLauncher to run, download and install the launcher built in debug mode ("Downloads", above). Post or PM the log (which is located in %AppData%\wxLauncher\wxlauncher.log (Windows), ~/.wxlauncher/wxlauncher.log (Linux), or ~/Library/Application Support/wxlauncher (OS X; note the space in Application Support)).

For Linux users, to build a debug version of wxLauncher, follow the build instructions as above, but when running CMake, ensure that CMAKE_BUILD_TYPE is set to Debug (cmake -DCMAKE_BUILD_TYPE=Debug).[/list]

I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

Re: Announcing wxLauncher 0.7.0 public alpha

There are several things going wrong here. Why is the feature list using a different (extremely ugly) font, and not the system default one? Why is the preset selector not rendered correctly? Why doesn't the current commandline text field show the entire current commandline, including the -mod arguments?

The design here is very messed up, and needs to get cleaner. Controls and boxes rendered over one another are

Oh, and the links on the Welcome page should probably be to the Hard-Light Wiki and the Hard-Light Forums. There are a few different FS2 forums out there, and even though HLP is the biggest, we are not the only ones While we're on the subject of links, please provide one to the Troubleshooting FAQ.

BUGS FOUND:

The image retrieval code does not seem to be able to handle a nested mod folder structure. In this case, both "Blue Planet" and "Blue Planet 2" should show images, they don't.The folder structure looks like this:blueplanetsvn\---blueplanet -> For AoA---blueplanet2 -> For Wih

When using the mod.ini for one of the mod folders, the Launcher mangles the -mod argument beyond recognition:

Using extension "GL_EXT_fog_coord". Using extension "GL_ARB_multitexture". Using extension "GL_ARB_texture_env_add". Using extension "GL_ARB_texture_compression". Using extension "GL_EXT_texture_compression_s3tc". Using extension "GL_EXT_texture_filter_anisotropic". Using extension "GL_ARB_texture_env_combine". Using extension "GL_EXT_compiled_vertex_array". Using extension "GL_EXT_draw_range_elements". Using extension "GL_ARB_texture_mirrored_repeat". Using extension "GL_ARB_texture_non_power_of_two". Using extension "GL_ARB_vertex_buffer_object". Using extension "GL_ARB_pixel_buffer_object". Using extension "GL_SGIS_generate_mipmap". Using extension "GL_EXT_framebuffer_object". Using extension "GL_ARB_texture_rectangle". Using extension "GL_EXT_bgra". Using extension "GL_ARB_texture_cube_map". Using extension "GL_EXT_texture_lod_bias". Using extension "GL_ARB_point_sprite". Using extension "GL_ARB_shading_language_100". Using extension "GL_ARB_shader_objects". Using extension "GL_ARB_vertex_shader". Using extension "GL_ARB_fragment_shader". Unable to find extension "GL_ATI_shader_texture_lod". Found special extension function "wglSwapIntervalEXT".

I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

Re: Announcing wxLauncher 0.7.0 public alpha

Looking through the code package, I have a few suggestions. They might be annoying and you might not like re-doing a lot of stuff, but:

Organization. Separate the code files for each of the distinctive tabs/etc into sub-folders with a defined folder for anything global and another for any includes. Just having it all sitting in the root of /code/ can make it interesting to situate which file does what, often despite the fact that they have fairly clarifying names to them.

This way, expansion on existing features can take place with additional files with sub-folders or the primary Global folder. It will also make for situating various "project" environment files easier.

Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!Talk with the FSU on#SCP-FSUTalk with the SCP on#SCP"If you can keep a level head in all this confusion, you just don't understand the situation"

Re: Announcing wxLauncher 0.7.0 public alpha

A way to group and filter the list of mods would be nice too. Like a textbox, for example, where I can type in "BL" and then the list would only show mods that contain "BL" (with different priorities: name starting > name contains > description starting > description contains).

Another idea would be a Multiplayer page which would let people see who's waiting for a game and/or is logged in. At the very least a 2.0 (if not 3.0 lol) idea but might as well dream big.

Re: Announcing wxLauncher 0.7.0 public alpha

There are several things going wrong here. Why is the feature list using a different (extremely ugly) font, and not the system default one? Why is the preset selector not rendered correctly? Why doesn't the current commandline text field show the entire current commandline, including the -mod arguments?

The font is because it was reverted so that it is working, but it will have a much better presentation when finished.

Oh, and the links on the Welcome page should probably be to the Hard-Light Wiki and the Hard-Light Forums. There are a few different FS2 forums out there, and even though HLP is the biggest, we are not the only ones While we're on the subject of links, please provide one to the Troubleshooting FAQ.

The URL of the Troubleshooting FAQ is? I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.

The image retrieval code does not seem to be able to handle a nested mod folder structure. In this case, both "Blue Planet" and "Blue Planet 2" should show images, they don't.The folder structure looks like this:blueplanetsvn\---blueplanet -> For AoA---blueplanet2 -> For Wih

When using the mod.ini for one of the mod folders, the Launcher mangles the -mod argument beyond recognition:

Looking through the code package, I have a few suggestions. They might be annoying and you might not like re-doing a lot of stuff, but:

Organization. Separate the code files for each of the distinctive tabs/etc into sub-folders with a defined folder for anything global and another for any includes. Just having it all sitting in the root of /code/ can make it interesting to situate which file does what, often despite the fact that they have fairly clarifying names to them.

This way, expansion on existing features can take place with additional files with sub-folders or the primary Global folder. It will also make for situating various "project" environment files easier.

Reorgainzing the code layout has been considered, but at this time I do not see the benefit especially with the names of the files.

A way to group and filter the list of mods would be nice too. Like a textbox, for example, where I can type in "BL" and then the list would only show mods that contain "BL" (with different priorities: name starting > name contains > description starting > description contains).

I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.

also make the play button a lot bigger and prominent.

We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set. What specifically were you thinking was not done with sizers?

How exactly is skinning supposed to work? Create a resources directory in the game's folder?

The mod.ini and the tc's mod.ini ( a mod.ini in the root of the TC folder) are supposed to configure the launcher's skin (mostly just the icons, fonts and colours), but this support is not implemented so, currently the only way to reskin is to change the resources in the launchers resource folder and/or making changes to the defaults in SkinSystem.cpp.

As for other site, well, there's sectorgame and freespace.pl, for example.

Quote

I was not aware that FSO even supported paths in the -mod line.

Surprised me as well. However, for projects in development, like the mediavps or Blue Planet, this ability is essential. On that note, a conversion to the different path signifier formats (/ on *nix, \ on Win) is necessary.

Seems the problem is that the Startup Folder is set to "C:\Program Files (x86)\wxLauncher" instead of "C:\Program Files (x86)\wxLauncher\bin"

Incidentally, I've noticed that FSO looked different with this launcher and it was because the previous launcher had put "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5" automatically into the extra command line arguments. Is this an actual recommended default? Is there an recommended default?

I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhäuser Gate. All those... moments will be lost in time... like... tears... in rain. (pause) Time... to die.wxLauncher 0.9.4 Beta | wxLauncher 2.0 Request for Comments

Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha

They work fine, but since (I've found out from Zacam on IRC) these are "recommended" by the Wiki based on commentary by the folks who best set the engine defaults, I'm thinking they could be included somehow in the new launcher.